220 lines
5.1 KiB
C++
220 lines
5.1 KiB
C++
/*
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* $Id: object.h,v 1.20 2002/07/19 20:33:28 msell Exp $
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*
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*
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* $Log: object.h,v $
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* Revision 1.20 2002/07/19 20:33:28 msell
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* #pragma once -> #ifndef
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*
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* Revision 1.19 2002/07/18 23:05:31 msell
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* Partikkelit ja kakkospelaajan liike
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*
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* Revision 1.18 2002/07/17 22:45:54 msell
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* Ääniä vähän
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*
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* Revision 1.17 2002/07/14 21:40:43 msell
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* Conflictit pois, liikkumiset (hyppy, kävely, lyönti), uusi areena
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*
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* Revision 1.16 2002/07/07 23:05:22 msell
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* Osien liimaaminen toisiinsa (kesken)
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*
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* Revision 1.15 2002/07/04 21:05:41 msell
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* Se toimii!! =)
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* Törmäystarkistukset siis
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*
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* Revision 1.14 2002/06/30 16:05:04 msell
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* Törmäyksien parantelua, transformaatioita mukana
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*
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* Revision 1.13 2002/06/27 14:39:48 msell
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* Toimiva maila :)
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* Pyörivät kappaleet siis antaa liike-energiaa liikkuville kappaleille (ei toisin päin vielä)
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*
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* Revision 1.12 2002/06/27 00:08:04 msell
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* Kimmotukset palloille myös pyöritettyihin mesheihin
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*
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* Revision 1.11 2002/06/24 14:12:15 msell
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* Nyt toimii sphere -> mesh -törmäykset, ihan tosi
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*
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* Revision 1.10 2002/06/15 22:56:37 msell
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* Säätöä
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*
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* Revision 1.9 2002/06/14 00:05:05 msell
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* Törmäyssimulaatio kunnossa toivon mukaan
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*
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* Revision 1.8 2002/06/11 23:11:45 msell
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* Törmäystarkistusta
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*
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* Revision 1.7 2002/06/07 21:16:51 msell
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* Fysiikkaenginen alkua
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*
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* Revision 1.6 2002/06/05 18:39:05 msell
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* Jotain pientä
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*
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* Revision 1.5 2002/06/05 15:00:41 msell
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* Palikoihin lisää detailia, facet jaetaan halutun kokosiin osiin
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*
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* Revision 1.4 2002/06/04 16:28:32 msell
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* #pragma once
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*
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* Revision 1.3 2002/06/03 23:20:43 msell
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* no message
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*
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* Revision 1.2 2002/06/03 23:06:38 msell
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* no message
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*
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* Revision 1.1 2002/06/02 16:57:37 msell
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* Objektirakenteen pohja
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*
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*
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*
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* $Date: 2002/07/19 20:33:28 $
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*
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*/
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#ifndef __OBJECT_H_INCLUDED__
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#define __OBJECT_H_INCLUDED__
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class Object;
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#define EPSILON 1.0e-20
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#include <stdlib.h>
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#include "shape.h"
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#include "appearance.h"
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struct objectlist{
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Object *object;
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objectlist *next;
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};
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class Object{
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public:
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float invmass;
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/* Linear movement:
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* position <-> paikka (x)
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* velocity <-> nopeus (v)
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* momentum <-> liikemäärä (p)
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* force <-> voima (F)
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* x' = v
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* p' = F
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* p = mv
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* F = ma
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* v' = a
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*/
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float position[3];
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//derivative: velocity = momentum / mass
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float momentum[3];//, oldmomentum[3];
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//derivative: force
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//float force[3]; //Temporary properties
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//float externalforce[3];
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/* Angular movement:
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* rotation <-> orientaatio (R)
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* angular velocity <-> kulmanopeus (w)
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* angular momentum <-> pyörimisliikemäärä, vääntömomentti (L)
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* torque <-> voiman momentti (M,T)
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* moment of inertia <-> hitausmomentti (J,I)
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* angular acceleration <-> kulmakiihtyvyys (a)
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* L = J*w
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* R' = Star(L) * R
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* T = J*a
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* w' = a
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* L' = T
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*/
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float invmomentofinertia;
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float rotation[9];
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//derivative: StarOperation(angularvelocity) * rotation
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float angularmomentum[3];
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//angular momentum = angular velocity * moment of inertia
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//derivative: torque = angular acceleration * moment of inertia
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//float torque[3]; //Temporary property
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void moveStep(float dt);
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//void applyForces(float dt);
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void calculateStateVariables(void);
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int collisiongroup;
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void addImpulse(float *impulse, float *contactpoint);
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Appearance *appearance;
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Shape *geometry;
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bool gravity;
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Object(void);
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virtual void prepare(void);
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virtual void move(void);
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virtual void draw(void);
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void setPosition(float x, float y, float z);
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void getPosition(float *position);
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//Gets velocity from object and return it in "velocity"
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void getVelocity(float *velocity);
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//Gets velocity from object for point "point" with
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//tangential speed and return it in "velocity"
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void getVelocity(float *velocity, float *point);
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void getTangentialVelocity(float *target, float *point);
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void getMomentum(float *momentum);
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//void getForce(float *force);
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void setMass(float mass);
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float getMass(void);
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void setCollisionGroup(int group);
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int getCollisionGroup(void);
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void transformPoint(float *newpoint, float *oldpoint);
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void unTransformPoint(float *newpoint, float *oldpoint);
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void transformVector(float *newvector, float *oldvector);
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void unTransformVector(float *newvector, float *oldvector);
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void addExternalForce(float *force);
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void setGravity(bool enabled);
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virtual void hitForce(float speed, float *speed2, Object *source);
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friend class ObjectLink;
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//friend void collide(Object *source, Object *target, float *normal, float *contactpoint);
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friend bool checkCollisions(Object *object, float *contactnormal);
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//Temporary state variables
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float velocity[3];
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float angularvelocity[3];
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};
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#endif
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